i would love to play a realm starting with almost no gearlets say a "classic" deck

and then during the course of the realm i try to find things in shops (but i would prefer boss drops and quest rewards)so eventually i would try to make a good setup to win the castle fight

i tried to keep it as clean as possible, i can extend and dream about stuff that will never exist, but isnt this in principle a nice way to play realms? Personally i feel that is what is lacking in realm gameplay, a sense of progression and exploring (find that needed item to finish castle fight).

but i think thats even too generousthe first fight should be like only neutral cards and no mega or talismans and a bodygear with 10 att 20 def and 80 mpand then when u kill the first wizard u pray to all rng gods he drops something nice like a staff or bodygearbut it can also be just a bind dwarf talisman

If i dream more wild:i can imagine a realm where u start with a permanent exemplum funus a mount and a swordand anything you kill gets added to your deck/cardpool even for later fights

In my mind the way i can imagine it shaking out is: ---------Progression/Flow:-Start Realm with very limited stats (melee, magic power, deck size *emphasis on deck size*)-Each of the wizard lords start with similar stats, though improve as days pass (citadel casts upgrades) Ideally at a fast enough rate that provides a decent challenge.

-With every lord killed: 1) You absorb some of their power (EXP) to apply to stats a)Amount of reinforcements = extra EXP gained b)+ Lord stats = more EXP gained2) You have the chance of receiving random loot drop

-Villages/Marauders: Can now act as exp/reputation farming spots. Perhaps when you spend kudos to recruit, you could also increase your reputation/exp. Though this could be lost if destroyed by marauders. This gives them more of a function (then just buffing you for specific battles) that ties into everything else.

-By end.....I'd scrap the 2nd wizard in the favor of just having 1 bad ass wizard king. Perhapsa lord partner could be given to him if he has time to reinforce to that. This could possibly go for other lords to. -----------Exploration:-Have chests spawn all over the realm battle sites randomly each time. a) Put items in some of them, EXP/Spells in others, when it isn't just gold.-TownsShops/mercs now have more value, as you'll be a weaker wizard. Otherwise, you could add spells and EXP orbs to shops to improve stats alongside your staves,body gears.-----------Other functions that could be utilized: -Spell Totems (Buff as well as casting totems) that can be deployed to certain lords (maybe just the king...which could be pretty ace!) that can fortify wizard lord positions. This could be really interesting, giving you the feeling that your actually assaulting a fortified defense. -Stackable taboos that only impact you. Stackable taboos are such an awesome feature, that it'd be a shame to omit them in any sort of realm improvements. Having an algorithm that could give certain lords a taboo that synergizes with them and cast them via. the citadel could be a fun way to throw challenges at you. -Some way to ship items, gold, etc. back to limbo storage. Changes like these would improve the amount of time it takes to beat realms by a good amount. Having some way to ship some of your found loot to storage would be cool. Maybe have a shipping cost to mitigate any exploits.

----------Overall, I think this could be really fun. Personally I'd love to see all of this crazy shit inside of the realms mode. A clean, straight forward design suits the battles of pvp...in realms, i just want a big sandbox of crazy shit to play around with. When I invade or ally with someone, I want to enter in on some crazy shit. Helping a player assault the undead lord with taboos for undead units placed on us + spell totems that shoot lord spells and buff the troops...I'd love this!

I can even imagine this kind of thing being compatible with prexisting realms with the right organization.

wouldnt it be nice if u make a quest say: escort this elf to a certain pointand then u get a nice (random law or marksman ofc) staff for your efforts?

this would add so much depth to realms without changing the game muchyes chest are nice idea too but im all in favor of taking out shops and replace them with drops from fights(ie u defeat a neutral wizard u get a chance for a neutral item etc)this not only makes u hunt down a certain wizard to get an item , but it also adds to the feeling of immersion in a realmYou could even imagine a "special" invader that will drop 2 or 3 items of guaranteed good quality instead of one, but it doesnt try to fight you! instead it tries to cross the realm and flee and you have to intercept it

all this however requires the naked entryif i can go in a realm with my gear i already have i dont even bother to check what a shop has coz i have it alland if i dont i can forge it. This strips away all the fun for me.Yes i can go naked if i want and try do this now, but realms arent set up to cater to thisbut i will forge a naked setup just to try this maybe u realm designers can make a realm made for this?

Otherwise, I feel that depending on equipment alone isn't going to quite cut it as far as progression pacing goes. The big thing here is that the player and (insert any lord) is always going to be on equal footing. Equipment has always been more of an optional thing to specializing into a playstyle more than it being an apparent advantage (except for minor buff talismans, which give you a free passive buff)

I feel like improving the wizard's as well as the lord/king stats might be the only way of creating that dynamic feel, the equipment being more a cherry ontop that you gather to make an improvised playstyle with for that particular realm run. That said, having shops, random chests, and possible loot drops from wizard lords would all work well in giving you that feel of collecting stuff.

It'd be cool to play around with stats to see if there was a way to scale wizard fights to make this thing workable. Ideally, it'd just be a matter of fine tuning it to the relative difficulty that reinforcements currently enforce (just because most realms already in rotation depend on this to determine their difficulty)

Otherwise, using EXP as an encounter outcome would tie into this hypothetical system quite nice. Simply boost EXP when you complete side quests.

anjovi wrote:-By end.....I'd scrap the 2nd wizard in the favor of just having 1 bad ass wizard king. Perhapsa lord partner could be given to him if he has time to reinforce to that. This could possibly go for other lords to.

Some good ideas overall.

In regards to this point though, I think it's the opposite. Unless you specifically have a preference for 1v1 battles in realms, playing a never ending series of them becomes dull as dish water.

I'd like to see some 1v3s or 1v4s as you get to the higher difficulties. I'd like to see an option where the player can bring in multiple allies, and to be faced my multiple invaders. I'd like to see Marauders which are not aligned to the Wizard King of the realm, leading to 3 way battles, and then some combinations of the two; a 1v1v2. I'd like to see some 6FFAs and beyond.

SpiteAndMalice wrote:I'd like to see some 1v3s or 1v4s as you get to the higher difficulties. I'd like to see an option where the player can bring in multiple allies, and to be faced my multiple invaders. I'd like to see Marauders which are not aligned to the Wizard King of the realm, leading to 3 way battles, and then some combinations of the two; a 1v1v2. I'd like to see some 6FFAs and beyond.

dont forget modes; if u play 1v4 or 1v6 a survival gamemode (survive x turns) or domination (control points on map) are perfectly suited for that

some ideas for game modes:

- escort (move a selected unit to a predetermined square)- escape (escape with wizard to a certain hex)- jailbreak (combination of escape and escort: break a jail with a npc which then starts to move to an escape hex)- domination (instead of picking up sprites, control (by standing on one) sprites on the map to gain mana per turn and score)- horde (survive x tuns)

there are more but the point is that making realms interesting is not only a question of difficulty